<?xml version="1.0" encoding="utf-8" ?>
<ArrayOfItemDescriptor
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xmlns:xsd="http://www.w3.org/2001/XMLSchema"
	>
	<ItemDescriptor>
		<Type>Backpack</Type>
		<Name>ItemBackpack1</Name>
		<Sprite>Backpack1</Sprite>
		<Sound>Leather1</Sound>
		<Level>0</Level>
		<Attributes>
			<Luck>2</Luck>
		</Attributes>
		<Skills>
			<Skill>
				<FirstItemPickupRequired>
					<TriggeredSkill>
						<Heal>
							<EventHandled>ItemPickup</EventHandled>
							<Amount>
								<Scalar>1</Scalar>
							</Amount>
						</Heal>
					</TriggeredSkill>
				</FirstItemPickupRequired>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Backpack</Type>
		<Name>ItemBackpack2</Name>
		<Sprite>Backpack2</Sprite>
		<Sound>Lute</Sound>
		<Level>0</Level>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>GoldPickup</EventHandled>
					<AttributeType>Luck</AttributeType>
					<SkillBonus>
						<Scalar>50</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Backpack</Type>
		<Name>ItemBackpack3</Name>
		<Sprite>Backpack3</Sprite>
		<Sound>Wood4</Sound>
		<Level>1</Level>
		<ChargeBased>true</ChargeBased>
		<ChargesMax>5</ChargesMax>
		<ChargeCounter>Wheelbarrow</ChargeCounter>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>AttributePickup</EventHandled>
					<AttributeType>Defense</AttributeType>
					<IsPercentage>true</IsPercentage>
					<SkillBonus>
						<Scalar>100</Scalar>
					</SkillBonus>
					<ChargeBased>true</ChargeBased>
					<ChargesMax>5</ChargesMax>
					<ChargeCounter>Wheelbarrow</ChargeCounter>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Backpack</Type>
		<Name>ItemBackpack4</Name>
		<Sprite>Backpack4</Sprite>
		<Sound>Pot</Sound>
		<Level>1</Level>
		<ChargeBased>true</ChargeBased>
		<ChargesMax>6</ChargesMax>
		<ChargeCounter>CookingPot</ChargeCounter>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>AttributePickup</EventHandled>
					<AttributeType>Attack</AttributeType>
					<SkillBonus>
						<Scalar>1</Scalar>
					</SkillBonus>
					<ChargeBased>true</ChargeBased>
					<ChargesMax>6</ChargesMax>
					<ChargeCounter>CookingPot</ChargeCounter>
				</AttributeBonus>
			</Skill>
			<Skill>
				<AttributeBonus>
					<EventHandled>AttributePickup</EventHandled>
					<AttributeType>Vitality</AttributeType>
					<SkillBonus>
						<Scalar>1</Scalar>
					</SkillBonus>
					<ChargeBased>true</ChargeBased>
					<ChargesMax>6</ChargesMax>
					<ChargeCounter>CookingPot</ChargeCounter>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Backpack</Type>
		<Name>ItemBackpack5</Name>
		<Sprite>Backpack5</Sprite>
		<Sound>Wood16</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<SpawnPickup>
					<EventHandled>NextDungeonEntered</EventHandled>
					<PickupSpawnSpriteEffect>SpawnPickup</PickupSpawnSpriteEffect>
				</SpawnPickup>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Cape</Type>
		<Name>ItemCape1</Name>
		<Sprite>Cape1</Sprite>
		<Sound>Cloth1</Sound>
		<Level>0</Level>
		<Attributes>
			<Speed>3</Speed>
			<Defense>2</Defense>
		</Attributes>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Cape</Type>
		<Name>ItemCape2</Name>
		<Sprite>Cape2</Sprite>
		<Sound>Leather2</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<Vampiric>
					<EventHandled>InflictDamage</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>33</Chance>
					<TargetTags>
						<CantHave>
							<string>Undead</string>
						</CantHave>
					</TargetTags>
					<LifeSteal>
						<Scalar>1</Scalar>
					</LifeSteal>
				</Vampiric>
			</Skill>
			<Skill>
				<Vampiric>
					<EventHandled>InflictDamage</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>10</Chance>
					<TargetTags>
						<MustHave>
							<string>Undead</string>
						</MustHave>
					</TargetTags>
					<LifeSteal>
						<Scalar>1</Scalar>
					</LifeSteal>
				</Vampiric>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Cape</Type>
		<Name>ItemCape3</Name>
		<Sprite>Cape3</Sprite>
		<Sound>Cloth1</Sound>
		<Level>2</Level>
		<Attributes>
			<Vitality>3</Vitality>
		</Attributes>
		<ChargeBased>true</ChargeBased>
		<ChargesMax>10</ChargesMax>
		<ChargeCounter>LichRobeVitality</ChargeCounter>
		<Skills>
			<Skill>
				<CounterChanged>
					<Counter>CreatureKilled</Counter>
					<SaveStartingValue>LichRobe</SaveStartingValue>
					<MultipleOf>3</MultipleOf>
					<TriggeredSkill>
						<PermanentAttributeChange>
							<EventHandled>CounterChanged</EventHandled>
							<AttributeType>Vitality</AttributeType>
							<Change>
								<Scalar>1</Scalar>
							</Change>
						</PermanentAttributeChange>
					</TriggeredSkill>
					<ChargeBased>true</ChargeBased>
					<ChargesMax>10</ChargesMax>
					<ChargeCounter>LichRobeVitality</ChargeCounter>
				</CounterChanged>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Cape</Type>
		<Name>ItemCape4</Name>
		<Sprite>Cape4</Sprite>
		<Sound>Cloth2</Sound>
		<Level>2</Level>
		<Attributes>
			<Luck>7</Luck>
		</Attributes>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventsHandled>
						<string>Initiative</string>
						<string>OpenChest</string>
						<string>ItemPickup</string>
						<string>GoldPickup</string>
						<string>HealthPickup</string>
						<string>PoisonPickup</string>
						<string>GoldLoot</string>
					</EventsHandled>
					<AttributeType>Luck</AttributeType>
					<IsPercentage>true</IsPercentage>
					<SkillBonus>
						<Scalar>100</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Cape</Type>
		<Name>ItemCape5</Name>
		<Sprite>Cape5</Sprite>
		<Sound>Cloth2</Sound>
		<Level>1</Level>
		<ChargeBased>true</ChargeBased>
		<ChargesMax>10</ChargesMax>
		<ChargeCounter>RoyalCape</ChargeCounter>
		<Skills>
			<Skill>
				<PermanentAttributeChange>
					<EventHandled>OpenChest</EventHandled>
					<AttributeType>Luck</AttributeType>
					<Change>
						<Scalar>1</Scalar>
					</Change>
					<ChargeBased>true</ChargeBased>
					<ChargesMax>10</ChargesMax>
					<ChargeCounter>RoyalCape</ChargeCounter>
				</PermanentAttributeChange>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>OffHand</Type>
		<Name>ItemOffHand1</Name>
		<Sprite>OffHand1</Sprite>
		<Sound>Armor1</Sound>
		<Level>3</Level>
		<Attributes>
			<Defense>4</Defense>
		</Attributes>
		<Skills>
			<Skill>
				<Thorns>
					<EventHandled>SufferDamage</EventHandled>
					<IsPercentage>true</IsPercentage>
					<Reflect>
						<Scalar>200</Scalar>
					</Reflect>
					<Sound name="Sound\EffectThorns.wav" />
				</Thorns>
			</Skill>
			<Skill>
				<InterruptImmunity />
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>OffHand</Type>
		<Name>ItemOffHand2</Name>
		<Sprite>OffHand2</Sprite>
		<Sound>Knife</Sound>
		<Level>1</Level>
		<Attributes>
			<Attack>1</Attack>
		</Attributes>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>Attacking</EventHandled>
					<AttributeType>Attack</AttributeType>
					<IsPercentage>true</IsPercentage>
					<PercentageTarget>Defense</PercentageTarget>
					<SkillBonus>
						<Scalar>25</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>OffHand</Type>
		<Name>ItemOffHand3</Name>
		<Sprite>OffHand3</Sprite>
		<Sound>Shield</Sound>
		<Level>0</Level>
		<Attributes>
			<Defense>5</Defense>
			<Speed>-1</Speed>
		</Attributes>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>OffHand</Type>
		<Name>ItemOffHand4</Name>
		<Sprite>OffHand4</Sprite>
		<Sound>Orb</Sound>
		<Level>0</Level>
		<Attributes>
			<Luck>5</Luck>
		</Attributes>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>OffHand</Type>
		<Name>ItemOffHand5</Name>
		<Sprite>OffHand5</Sprite>
		<Sound>Helmet</Sound>
		<Level>2</Level>
		<Attributes>
			<Defense>1</Defense>
		</Attributes>
		<Skills>
			<Skill>
				<GoldAsAttributeBonus>
					<EventHandled>Defending</EventHandled>
					<AttributeType>Defense</AttributeType>
					<MaxGoldAmount>250</MaxGoldAmount>
					<PerGoldAmount>5</PerGoldAmount>
					<IsPercentage>true</IsPercentage>
					<SkillBonus>
						<Scalar>1</Scalar>
					</SkillBonus>
				</GoldAsAttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Forearms</Type>
		<Name>ItemForearms1</Name>
		<Sprite>Forearms1</Sprite>
		<Sound>Helmet</Sound>
		<Level>0</Level>
		<Attributes>
			<Attack>1</Attack>
			<Defense>4</Defense>
			<Speed>-1</Speed>
		</Attributes>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Forearms</Type>
		<Name>ItemForearms2</Name>
		<Sprite>Forearms2</Sprite>
		<Sound>MetalClick</Sound>
		<Level>1</Level>
		<Attributes>
			<Speed>1</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<HealthRequired>
					<EventHandled>Attacking</EventHandled>
					<AffectsTarget>true</AffectsTarget>
					<Percentage>50</Percentage>
					<TriggeredSkill>
						<AttributeBonus>
							<EventHandled>Attacking</EventHandled>
							<AttributeType>Attack</AttributeType>
							<IsPercentage>true</IsPercentage>
							<SkillBonus>
								<Scalar>300</Scalar>
							</SkillBonus>
						</AttributeBonus>
					</TriggeredSkill>
				</HealthRequired>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Forearms</Type>
		<Name>ItemForearms3</Name>
		<Sprite>Forearms3</Sprite>
		<Sound>Dagger</Sound>
		<Level>3</Level>
		<Skills>
			<Skill>
				<HealthRequired>
					<EventHandled>Attacking</EventHandled>
					<AffectsTarget>true</AffectsTarget>
					<MustBeGreaterOrEqual>true</MustBeGreaterOrEqual>
					<Percentage>100</Percentage>
					<TriggeredSkill>
						<CriticalStrike>
							<EventHandled>Attacking</EventHandled>
						</CriticalStrike>
					</TriggeredSkill>
				</HealthRequired>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Forearms</Type>
		<Name>ItemForearms4</Name>
		<Sprite>Forearms4</Sprite>
		<Sound>Leather1</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<PermanentAttributeChange>
					<EventHandled>InflictDamage</EventHandled>
					<AttributeType>Defense</AttributeType>
					<AffectsTarget>true</AffectsTarget>
					<IsPercentage>true</IsPercentage>
					<Change>
						<Scalar>-33</Scalar>
					</Change>
					<NotificationColor>CriticalStrikeNotification</NotificationColor>
				</PermanentAttributeChange>
			</Skill>
			<Skill>
				<Cripple>
					<EventHandled>InflictDamage</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>5</Chance>
					<Sound name="Sound\EffectCripple.wav" />
				</Cripple>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Forearms</Type>
		<Name>ItemForearms5</Name>
		<Sprite>Forearms5</Sprite>
		<Sound>MetalClick</Sound>
		<Level>1</Level>
		<Attributes>
			<Attack>1</Attack>
		</Attributes>
		<Skills>
			<Skill>
				<CounterRequired>
					<EventHandled>Attacking</EventHandled>
					<Counter>Attacking</Counter>
					<SaveStartingValue>SleeveGun</SaveStartingValue>
					<MultipleOf>4</MultipleOf>
					<TriggeredSkill>
						<Composite>
							<EventHandled>Attacking</EventHandled>
							<Skills>
								<Skill>
									<AttributeBonus>
										<EventHandled>Attacking</EventHandled>
										<AttributeType>Attack</AttributeType>
										<IsPercentage>true</IsPercentage>
										<SkillBonus>
											<Scalar>100</Scalar>
										</SkillBonus>
										<Sound name="Sound\Items\Cannon.wav" />
									</AttributeBonus>
								</Skill>
								<Skill>
									<AttributeBonus>
										<EventHandled>Attacking</EventHandled>
										<AttributeType>Attack</AttributeType>
										<AffectsTarget>true</AffectsTarget>
										<SkillBonus>
											<Scalar>0</Scalar>
										</SkillBonus>
										<SpriteEffect>Blast</SpriteEffect>
									</AttributeBonus>
								</Skill>
							</Skills>
						</Composite>
					</TriggeredSkill>
				</CounterRequired>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Head</Type>
		<Name>ItemHead1</Name>
		<Sprite>Head1</Sprite>
		<Sound>Cloth1</Sound>
		<Level>1</Level>
		<Attributes>
			<Luck>6</Luck>
		</Attributes>
		<Skills>
			<Skill>
				<DissolveHallucinations />
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Head</Type>
		<Name>ItemHead2</Name>
		<Sprite>Head2</Sprite>
		<Sound>Armor1</Sound>
		<Level>3</Level>
		<Skills>
			<Skill>
				<FearEveryMonster>
					<EventHandled>CreatureKilled</EventHandled>
					<FearChance>33</FearChance>
					<Sound name="Sound\EffectFear.wav" />
				</FearEveryMonster>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Head</Type>
		<Name>ItemHead3</Name>
		<Sprite>Head3</Sprite>
		<Sound>Leather1</Sound>
		<Level>2</Level>
		<Attributes>
			<Attack>3</Attack>
			<Defense>3</Defense>
			<Vitality>3</Vitality>
			<Speed>3</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<CreateHallucinations />
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Head</Type>
		<Name>ItemHead4</Name>
		<Sprite>Head4</Sprite>
		<Sound>Bracelet1</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<ChestCostReduction>
					<Amount>10</Amount>
				</ChestCostReduction>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Head</Type>
		<Name>ItemHead5</Name>
		<Sprite>Head5</Sprite>
		<Sound>Helmet</Sound>
		<Level>0</Level>
		<Attributes>
			<Defense>5</Defense>
		</Attributes>
		<Skills>
			<Skill>
				<Miss>
					<EventHandled>Attacking</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>5</Chance>
					<ChanceReversed>true</ChanceReversed>
					<Sound name="Sound\EffectMiss.wav" />
				</Miss>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pants</Type>
		<Name>ItemPants1</Name>
		<Sprite>Pants1</Sprite>
		<Sound>Armor1</Sound>
		<Level>0</Level>
		<Attributes>
			<Defense>5</Defense>
			<Vitality>1</Vitality>
			<Speed>-2</Speed>
		</Attributes>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pants</Type>
		<Name>ItemPants2</Name>
		<Sprite>Pants2</Sprite>
		<Sound>Leather1</Sound>
		<Level>1</Level>
		<Attributes>
			<Speed>5</Speed>
			<Defense>2</Defense>
		</Attributes>
		<Skills>
			<Skill>
				<Dodge>
					<EventHandled>SufferDamage</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>5</Chance>
					<SpriteEffect>DodgePlayer</SpriteEffect>
					<Sound name="Sound\EffectMiss.wav" />
				</Dodge>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pants</Type>
		<Name>ItemPants3</Name>
		<Sprite>Pants3</Sprite>
		<Sound>Cloth1</Sound>
		<Level>2</Level>
		<Attributes>
			<Vitality>2</Vitality>
		</Attributes>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>Attacking</EventHandled>
					<AttributeType>Attack</AttributeType>
					<IsPercentage>true</IsPercentage>
					<PercentageTarget>Vitality</PercentageTarget>
					<SkillBonus>
						<Scalar>25</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
			<Skill>
				<InterruptImmunity />
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pants</Type>
		<Name>ItemPants4</Name>
		<Sprite>Pants4</Sprite>
		<Sound>Duck</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<PhaseThroughWalls />
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pants</Type>
		<Name>ItemPants5</Name>
		<Sprite>Pants5</Sprite>
		<Sound>Gloves1</Sound>
		<Level>3</Level>
		<Skills>
			<Skill>
				<AlwaysInitiate />
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Shoulders</Type>
		<Name>ItemShoulders1</Name>
		<Sprite>Shoulders1</Sprite>
		<Sound>Armor2</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<Thorns>
					<EventHandled>SufferDamage</EventHandled>
					<IsPercentage>false</IsPercentage>
					<Reflect>
						<Scalar>5</Scalar>
					</Reflect>
					<Sound name="Sound\EffectThorns.wav" />
				</Thorns>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Shoulders</Type>
		<Name>ItemShoulders2</Name>
		<Sprite>Shoulders2</Sprite>
		<Sound>Parrot</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<Bonus>
					<EventHandled>GoldLoot</EventHandled>
					<Amount>
						<Scalar>3</Scalar>
					</Amount>
				</Bonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Shoulders</Type>
		<Name>ItemShoulders3</Name>
		<Sprite>Shoulders3</Sprite>
		<Sound>Helmet</Sound>
		<Level>0</Level>
		<Attributes>
			<Defense>4</Defense>
		</Attributes>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Shoulders</Type>
		<Name>ItemShoulders4</Name>
		<Sprite>Shoulders4</Sprite>
		<Sound>Leather2</Sound>
		<Level>1</Level>
		<Attributes>
			<Defense>2</Defense>
			<Speed>1</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>Initiative</EventHandled>
					<AttributeType>Speed</AttributeType>
					<IsPercentage>true</IsPercentage>
					<SkillBonus>
						<Scalar>25</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Shoulders</Type>
		<Name>ItemShoulders5</Name>
		<Sprite>Shoulders5</Sprite>
		<Sound>Cannon</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<DamageRandomMonster>
					<EventHandled>InflictDamage</EventHandled>
					<Amount>
						<Scalar>7</Scalar>
					</Amount>
					<TargetSpriteEffect>Explosion</TargetSpriteEffect>
					<Sound name="Sound\Items\Cannon.wav" />
				</DamageRandomMonster>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Necklace</Type>
		<Name>ItemNecklace1</Name>
		<Sprite>Necklace1</Sprite>
		<Sound>Jewels2</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<ResurrectedRequired>
					<EventHandled>Attacking</EventHandled>
					<TargetTags>
						<CantHave>
							<string>Undead</string>
						</CantHave>
					</TargetTags>
					<TriggeredSkill>
						<Composite>
							<EventHandled>Attacking</EventHandled>
							<Skills>
								<Skill>
									<AttributeBonus>
										<EventHandled>Attacking</EventHandled>
										<AttributeType>Attack</AttributeType>
										<IsPercentage>true</IsPercentage>
										<SkillBonus>
											<Scalar>33</Scalar>
										</SkillBonus>
									</AttributeBonus>
								</Skill>
								<Skill>
									<CriticalStrike>
										<EventHandled>Attacking</EventHandled>
										<ChanceBased>true</ChanceBased>
										<Chance>5</Chance>
									</CriticalStrike>
								</Skill>
							</Skills>
						</Composite>
					</TriggeredSkill>
				</ResurrectedRequired>
			</Skill>
			<Skill>
				<Composite>
					<EventHandled>Attacking</EventHandled>
					<TargetTags>
						<MustHave>
							<string>Undead</string>
						</MustHave>
					</TargetTags>
					<Skills>
						<Skill>
							<AttributeBonus>
								<EventHandled>Attacking</EventHandled>
								<AttributeType>Attack</AttributeType>
								<IsPercentage>true</IsPercentage>
								<SkillBonus>
									<Scalar>50</Scalar>
								</SkillBonus>
							</AttributeBonus>
						</Skill>
						<Skill>
							<CriticalStrike>
								<EventHandled>Attacking</EventHandled>
								<ChanceBased>true</ChanceBased>
								<Chance>5</Chance>
							</CriticalStrike>
						</Skill>
					</Skills>
				</Composite>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Necklace</Type>
		<Name>ItemNecklace2</Name>
		<Sprite>Necklace2</Sprite>
		<Sound>Jewels2</Sound>
		<Level>0</Level>
		<Attributes>
			<Vitality>4</Vitality>
		</Attributes>
		<Skills>
			<Skill>
				<Heal>
					<HealOnPickup>true</HealOnPickup>
					<PickupHealLimitCounter>ManaVial</PickupHealLimitCounter>
					<Amount>
						<Scalar>4</Scalar>
					</Amount>
				</Heal>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Necklace</Type>
		<Name>ItemNecklace3</Name>
		<Sprite>Necklace3</Sprite>
		<Sound>Book5</Sound>
		<Level>2</Level>
		<Attributes>
			<Speed>2</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<AttributeAsCriticalStrike>
					<EventHandled>Attacking</EventHandled>
					<AttributeType>Speed</AttributeType>
				</AttributeAsCriticalStrike>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Necklace</Type>
		<Name>ItemNecklace4</Name>
		<Sprite>Necklace4</Sprite>
		<Sound>Chains1</Sound>
		<Level>1</Level>
		<Attributes>
			<Luck>3</Luck>
		</Attributes>
		<Skills>
			<Skill>
				<Heal>
					<EventHandled>GoldPickup</EventHandled>
					<Amount>
						<Scalar>1</Scalar>
					</Amount>
					<RequiredEventContextTypeString>BonusEventContext</RequiredEventContextTypeString>
				</Heal>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Necklace</Type>
		<Name>ItemNecklace5</Name>
		<Sprite>Necklace5</Sprite>
		<Sound>Jewels3</Sound>
		<Level>0</Level>
		<Skills>
			<Skill>
				<AttributePickupRequired>
					<AttributeType>Defense</AttributeType>
					<TriggeredSkill>
						<GoldGain>
							<EventHandled>AttributePickup</EventHandled>
							<Amount>
								<Scalar>10</Scalar>
							</Amount>
						</GoldGain>
					</TriggeredSkill>
				</AttributePickupRequired>
			</Skill>
			<Skill>
				<AttributeBonus>
					<EventHandled>Defending</EventHandled>
					<AttributeType>Defense</AttributeType>
					<IsPercentage>true</IsPercentage>
					<SkillBonus>
						<Scalar>-10</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Scarf</Type>
		<Name>ItemScarf1</Name>
		<Sprite>Scarf1</Sprite>
		<Sound>Rope</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<DeadlyDamageRequired>
					<TriggeredSkill>
						<DamageReduction>
							<ChanceBased>true</ChanceBased>
							<Chance>50</Chance>
							<IsPercentage>true</IsPercentage>
							<Amount>
								<Scalar>100</Scalar>
							</Amount>
							<Sound name="Sound\Items\Rope.wav" />
						</DamageReduction>
					</TriggeredSkill>
				</DeadlyDamageRequired>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Scarf</Type>
		<Name>ItemScarf2</Name>
		<Sprite>Scarf2</Sprite>
		<Sound>Cloth2</Sound>
		<Level>0</Level>
		<Attributes>
			<Speed>2</Speed>
			<Luck>3</Luck>
		</Attributes>
		<Skills>
			<Skill>
				<FearImmunity />
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Scarf</Type>
		<Name>ItemScarf3</Name>
		<Sprite>Scarf3</Sprite>
		<Sound>Cloth2</Sound>
		<Level>1</Level>
		<ChargeBased>true</ChargeBased>
		<ChargesMax>3</ChargesMax>
		<ChargeCounter>Beetlejuice</ChargeCounter>
		<Skills>
			<Skill>
				<DeadlyDamageRequired>
					<TriggeredSkill>
						<DamageReduction>
							<ChanceBased>false</ChanceBased>
							<IsPercentage>true</IsPercentage>
							<Amount>
								<Scalar>100</Scalar>
							</Amount>
							<Sound name="Sound\EffectFear.wav" />
							<SpriteEffect>Tainted</SpriteEffect>
							<ChargeBased>true</ChargeBased>
							<ChargesMax>3</ChargesMax>
							<ChargeCounter>Beetlejuice</ChargeCounter>
						</DamageReduction>
					</TriggeredSkill>
				</DeadlyDamageRequired>
			</Skill>
			<Skill>
				<CounterChanged>
					<Counter>Beetlejuice</Counter>
					<ExactValue>0</ExactValue>
					<TriggeredSkill>
						<Composite>
							<EventHandled>CounterChanged</EventHandled>
							<Skills>
								<Skill>
									<SummonMonster>
										<EventHandled>CounterChanged</EventHandled>
										<MonsterDescriptor>Skeleton</MonsterDescriptor>
										<SummonSpriteEffect>Toxin</SummonSpriteEffect>
									</SummonMonster>
								</Skill>
								<Skill>
									<SummonMonster>
										<EventHandled>CounterChanged</EventHandled>
										<MonsterDescriptor>Zombie</MonsterDescriptor>
										<SummonSpriteEffect>Toxin</SummonSpriteEffect>
									</SummonMonster>
								</Skill>
								<Skill>
									<SummonMonster>
										<EventHandled>CounterChanged</EventHandled>
										<MonsterDescriptor>Vampire</MonsterDescriptor>
										<SummonSpriteEffect>Toxin</SummonSpriteEffect>
									</SummonMonster>
								</Skill>
								<Skill>
									<SummonMonster>
										<EventHandled>CounterChanged</EventHandled>
										<MonsterDescriptor>Revenant</MonsterDescriptor>
										<SummonSpriteEffect>Toxin</SummonSpriteEffect>
									</SummonMonster>
								</Skill>
								<Skill>
									<SummonMonster>
										<EventHandled>CounterChanged</EventHandled>
										<MonsterDescriptor>Mummy</MonsterDescriptor>
										<SummonSpriteEffect>Toxin</SummonSpriteEffect>
									</SummonMonster>
								</Skill>
							</Skills>
						</Composite>
					</TriggeredSkill>
				</CounterChanged>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Scarf</Type>
		<Name>ItemScarf4</Name>
		<Sprite>Scarf4</Sprite>
		<Sound>Cloth1</Sound>
		<Level>0</Level>
		<Attributes>
			<Vitality>2</Vitality>
		</Attributes>
		<Skills>
			<Skill>
				<AttributePickupRequired>
					<AttributeType>Vitality</AttributeType>
					<TriggeredSkill>
						<Heal>
							<EventHandled>AttributePickup</EventHandled>
							<Amount>
								<Min>1</Min>
								<Max>3</Max>
							</Amount>
						</Heal>
					</TriggeredSkill>
				</AttributePickupRequired>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Scarf</Type>
		<Name>ItemScarf5</Name>
		<Sprite>Scarf5</Sprite>
		<Sound>Gloves1</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<AttributeAsDodge>
					<EventHandled>SufferDamage</EventHandled>
					<AttributeType>Speed</AttributeType>
					<PerAttributeValue>2</PerAttributeValue>
					<SpriteEffect>DodgePlayer</SpriteEffect>
					<Sound name="Sound\EffectMiss.wav" />
				</AttributeAsDodge>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Ring</Type>
		<Name>ItemRing1</Name>
		<Sprite>Ring1</Sprite>
		<Sound>Ring17</Sound>
		<Level>0</Level>
		<Attributes>
			<Vitality>2</Vitality>
			<Speed>3</Speed>
			<Luck>2</Luck>
		</Attributes>
		<Skills>
			<Skill>
				<Bonus>
					<EventsHandled>
						<string>GoldPickup</string>
						<string>GoldLoot</string>
					</EventsHandled>
					<EventHandled></EventHandled>
					<Amount>
						<Scalar>-1</Scalar>
					</Amount>
				</Bonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Ring</Type>
		<Name>ItemRing2</Name>
		<Sprite>Ring2</Sprite>
		<Sound>Ring17</Sound>
		<Level>1</Level>
		<Attributes>
			<Speed>1</Speed>
			<Luck>4</Luck>
		</Attributes>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>Initiative</EventHandled>
					<AttributeType>Luck</AttributeType>
					<IsPercentage>false</IsPercentage>
					<SkillBonus>
						<Scalar>100</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Ring</Type>
		<Name>ItemRing3</Name>
		<Sprite>Ring3</Sprite>
		<Sound>Sword1</Sound>
		<Level>2</Level>
		<Attributes>
			<Attack>1</Attack>
		</Attributes>
		<Skills>
			<Skill>
				<GoldAsAttributeBonus>
					<EventHandled>Attacking</EventHandled>
					<AttributeType>Attack</AttributeType>
					<MaxGoldAmount>100</MaxGoldAmount>
					<PerGoldAmount>10</PerGoldAmount>
					<SkillBonus>
						<Scalar>1</Scalar>
					</SkillBonus>
				</GoldAsAttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Ring</Type>
		<Name>ItemRing4</Name>
		<Sprite>Ring4</Sprite>
		<Sound>Ring17</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<CriticalStrikeRequired>
					<EventHandled>InflictDamage</EventHandled>
					<TriggeredSkill>
						<Heal>
							<EventHandled>InflictDamage</EventHandled>
							<Amount>
								<Scalar>1</Scalar>
							</Amount>
						</Heal>
					</TriggeredSkill>
				</CriticalStrikeRequired>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Ring</Type>
		<Name>ItemRing5</Name>
		<Sprite>Ring5</Sprite>
		<Sound>Scroll9</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<PermanentAttributeChange>
					<EventHandled>InflictDamage</EventHandled>
					<AttributeType>Attack</AttributeType>
					<AffectsTarget>true</AffectsTarget>
					<Change>
						<Scalar>-3</Scalar>
					</Change>
					<NotificationColor>CriticalStrikeNotification</NotificationColor>
				</PermanentAttributeChange>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Feet</Type>
		<Name>ItemFeet1</Name>
		<Sprite>Feet1</Sprite>
		<Sound>Leather1</Sound>
		<Level>1</Level>
		<Attributes>
			<Speed>4</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<Dodge>
					<EventHandled>SufferDamage</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>5</Chance>
					<SpriteEffect>DodgePlayer</SpriteEffect>
					<Sound name="Sound\EffectMiss.wav" />
				</Dodge>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Feet</Type>
		<Name>ItemFeet2</Name>
		<Sprite>Feet2</Sprite>
		<Sound>Wood4</Sound>
		<Level>3</Level>
		<Attributes>
			<Speed>2</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<Jab>
					<EventHandled>InflictDamage</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>33</Chance>
					<SpriteEffect>JabAttackingPlayer</SpriteEffect>
				</Jab>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Feet</Type>
		<Name>ItemFeet3</Name>
		<Sprite>Feet3</Sprite>
		<Sound>Helmet</Sound>
		<Level>0</Level>
		<Attributes>
			<Defense>4</Defense>
			<Vitality>1</Vitality>
		</Attributes>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>Initiative</EventHandled>
					<AttributeType>Speed</AttributeType>
					<IsPercentage>true</IsPercentage>
					<SkillBonus>
						<Scalar>-10</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Feet</Type>
		<Name>ItemFeet4</Name>
		<Sprite>Feet4</Sprite>
		<Sound>Wood16</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<ShopCostReduction>
					<IsPercentage>true</IsPercentage>
					<Amount>50</Amount>
				</ShopCostReduction>
			</Skill>
			<Skill>
				<ShopChoiceCount>
					<Change>-1</Change>
				</ShopChoiceCount>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Feet</Type>
		<Name>ItemFeet5</Name>
		<Sprite>Feet5</Sprite>
		<Sound>Gloves1</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<HealthRequired>
					<EventHandled>SufferDamage</EventHandled>
					<Percentage>50</Percentage>
					<TriggeredSkill>
						<Heal>
							<EventHandled>SufferDamage</EventHandled>
							<Amount>
								<Min>0</Min>
								<Max>3</Max>
							</Amount>
							<SpriteEffect>Regenerate</SpriteEffect>
						</Heal>
					</TriggeredSkill>
				</HealthRequired>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Hands</Type>
		<Name>ItemHands1</Name>
		<Sprite>Hands1</Sprite>
		<Sound>Gloves1</Sound>
		<Level>0</Level>
		<Attributes>
			<Attack>2</Attack>
			<Defense>-1</Defense>
			<Speed>3</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<InterruptImmunity />
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Hands</Type>
		<Name>ItemHands2</Name>
		<Sprite>Hands2</Sprite>
		<Sound>RubberGloves</Sound>
		<Level>2</Level>
		<Attributes>
			<Vitality>5</Vitality>
		</Attributes>
		<Skills>
			<Skill>
				<Bonus>
					<EventHandled>PoisonPickup</EventHandled>
					<IsPercentage>true</IsPercentage>
					<Amount>
						<Scalar>-50</Scalar>
					</Amount>
				</Bonus>
			</Skill>
			<Skill>
				<DamageReduction>
					<ChanceBased>false</ChanceBased>
					<Amount>
						<Scalar>5</Scalar>
					</Amount>
					<Maximum>true</Maximum>
					<SpriteEffect>Heal</SpriteEffect>
				</DamageReduction>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Hands</Type>
		<Name>ItemHands3</Name>
		<Sprite>Hands3</Sprite>
		<Sound>Leather1</Sound>
		<Level>1</Level>
		<Attributes>
			<Attack>1</Attack>
			<Speed>3</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<CriticalStrike>
					<EventHandled>Attacking</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>10</Chance>
				</CriticalStrike>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Hands</Type>
		<Name>ItemHands4</Name>
		<Sprite>Hands4</Sprite>
		<Sound>Boxing</Sound>
		<Level>2</Level>
		<Attributes>
			<Attack>4</Attack>
			<Speed>3</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<Cripple>
					<EventHandled>InflictDamage</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>25</Chance>
					<Sound name="Sound\EffectCripple.wav" />
				</Cripple>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Hands</Type>
		<Name>ItemHands5</Name>
		<Sprite>Hands5</Sprite>
		<Sound>Helmet</Sound>
		<Level>0</Level>
		<Attributes>
			<Attack>2</Attack>
			<Defense>3</Defense>
			<Speed>-1</Speed>
		</Attributes>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pocket</Type>
		<Name>ItemPocket1</Name>
		<Sprite>Pocket1</Sprite>
		<Sound>Scroll9</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventsHandled>
						<string>OpenChest</string>
						<string>ItemPickup</string>
					</EventsHandled>
					<AttributeType>Luck</AttributeType>
					<SkillBonus>
						<Scalar>66</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pocket</Type>
		<Name>ItemPocket2</Name>
		<Sprite>Pocket2</Sprite>
		<Sound>Gloves1</Sound>
		<Level>1</Level>
		<Attributes>
			<Speed>2</Speed>
			<Luck>-5</Luck>
		</Attributes>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>Attacking</EventHandled>
					<TargetTags>
						<MustHave>
							<string>Were</string>
						</MustHave>
					</TargetTags>
					<AttributeType>Attack</AttributeType>
					<SkillBonus>
						<Scalar>7</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
			<Skill>
				<AttributeBonus>
					<EventHandled>Attacking</EventHandled>
					<TargetTags>
						<MustHave>
							<string>Giant</string>
						</MustHave>
					</TargetTags>
					<AttributeType>Attack</AttributeType>
					<SkillBonus>
						<Scalar>7</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
			<Skill>
				<AttributeBonus>
					<EventHandled>Attacking</EventHandled>
					<TargetTags>
						<MustHave>
							<string>Mutant</string>
						</MustHave>
					</TargetTags>
					<AttributeType>Attack</AttributeType>
					<SkillBonus>
						<Scalar>7</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
			<Skill>
				<AttributeBonus>
					<EventHandled>Attacking</EventHandled>
					<TargetTags>
						<MustHave>
							<string>Avian</string>
						</MustHave>
					</TargetTags>
					<AttributeType>Attack</AttributeType>
					<SkillBonus>
						<Scalar>7</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pocket</Type>
		<Name>ItemPocket3</Name>
		<Sprite>Pocket3</Sprite>
		<Sound>Book8</Sound>
		<Level>0</Level>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>PoisonPickup</EventHandled>
					<AttributeType>Luck</AttributeType>
					<SkillBonus>
						<Scalar>33</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pocket</Type>
		<Name>ItemPocket4</Name>
		<Sprite>Pocket4</Sprite>
		<Sound>Scroll9</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>HealthPickup</EventHandled>
					<AttributeType>Luck</AttributeType>
					<SkillBonus>
						<Scalar>50</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pocket</Type>
		<Name>ItemPocket5</Name>
		<Sprite>Pocket5</Sprite>
		<Sound>Key1</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<ChestCostReduction>
					<IsPercentage>true</IsPercentage>
					<Amount>50</Amount>
				</ChestCostReduction>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Chest</Type>
		<Name>ItemChest1</Name>
		<Sprite>Chest1</Sprite>
		<Sound>Armor2</Sound>
		<Level>1</Level>
		<Attributes>
			<Defense>6</Defense>
			<Speed>-3</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>Defending</EventHandled>
					<AttributeType>Defense</AttributeType>
					<IsPercentage>true</IsPercentage>
					<SkillBonus>
						<Scalar>10</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Chest</Type>
		<Name>ItemChest2</Name>
		<Sprite>Chest2</Sprite>
		<Sound>Cardboard</Sound>
		<Level>3</Level>
		<Skills>
			<Skill>
				<Dodge>
					<EventHandled>SufferDamage</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>20</Chance>
					<SpriteEffect>DodgePlayer</SpriteEffect>
					<Sound name="Sound\EffectMiss.wav" />
				</Dodge>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Chest</Type>
		<Name>ItemChest3</Name>
		<Sprite>Chest3</Sprite>
		<Sound>Armor1</Sound>
		<Level>0</Level>
		<Attributes>
			<Attack>3</Attack>
			<Defense>-2</Defense>
			<Speed>4</Speed>
		</Attributes>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Chest</Type>
		<Name>ItemChest4</Name>
		<Sprite>Chest4</Sprite>
		<Sound>Shield</Sound>
		<Level>2</Level>
		<Attributes>
			<Defense>3</Defense>
		</Attributes>
		<Skills>
			<Skill>
				<HealthRequired>
					<EventHandled>Defending</EventHandled>
					<Percentage>50</Percentage>
					<MustBeGreaterOrEqual>true</MustBeGreaterOrEqual>
					<TriggeredSkill>
						<AttributeBonus>
							<EventHandled>Defending</EventHandled>
							<AttributeType>Defense</AttributeType>
							<IsPercentage>false</IsPercentage>
							<SkillBonus>
								<Scalar>10</Scalar>
							</SkillBonus>
						</AttributeBonus>
					</TriggeredSkill>
				</HealthRequired>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Chest</Type>
		<Name>ItemChest5</Name>
		<Sprite>Chest5</Sprite>
		<Sound>Leather2</Sound>
		<Level>2</Level>
		<Attributes>
			<Attack>1</Attack>
			<Defense>-3</Defense>
			<Speed>2</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<InterruptImmunity />
			</Skill>
			<Skill>
				<FearImmunity />
			</Skill>
			<Skill>
				<AttributeBonus>
					<EventHandled>Attacking</EventHandled>
					<AttributeType>Attack</AttributeType>
					<IsPercentage>true</IsPercentage>
					<SkillBonus>
						<Scalar>25</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
			<Skill>
				<AttributeBonus>
					<EventHandled>Initiative</EventHandled>
					<AttributeType>Speed</AttributeType>
					<IsPercentage>true</IsPercentage>
					<SkillBonus>
						<Scalar>25</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Companion</Type>
		<Name>ItemCompanion1</Name>
		<Sprite>Companion1</Sprite>
		<Sound>Bear</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<DamageReduction>
					<Amount>
						<Scalar>1</Scalar>
					</Amount>
				</DamageReduction>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Companion</Type>
		<Name>ItemCompanion2</Name>
		<Sprite>Companion2</Sprite>
		<Sound>Orb</Sound>
		<Level>3</Level>
		<ChargeBased>true</ChargeBased>
		<ChargesMax>1</ChargesMax>
		<ChargeCounter>Resurrect</ChargeCounter>
		<Skills>
			<Skill>
				<Resurrect>
					<EventHandled>Death</EventHandled>
					<IsPercentage>true</IsPercentage>
					<Amount>
						<Scalar>100</Scalar>
					</Amount>
					<Sound name="Sound\EffectResurrect.wav" />
					<ChargeBased>true</ChargeBased>
					<ChargesMax>1</ChargesMax>
					<ChargeCounter>Resurrect</ChargeCounter>
				</Resurrect>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Companion</Type>
		<Name>ItemCompanion3</Name>
		<Sprite>Companion3</Sprite>
		<Sound>Velcro2</Sound>
		<Level>2</Level>
		<Attributes>
			<Speed>-2</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<Heal>
					<EventHandled>NextDungeonReached</EventHandled>
					<IsPercentage>true</IsPercentage>
					<Amount>
						<Scalar>25</Scalar>
					</Amount>
				</Heal>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Companion</Type>
		<Name>ItemCompanion4</Name>
		<Sprite>Companion4</Sprite>
		<Sound>Heartbeat</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<Heal>
					<EventHandled>CreatureKilled</EventHandled>
					<Amount>
						<Scalar>1</Scalar>
					</Amount>
				</Heal>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Companion</Type>
		<Name>ItemCompanion5</Name>
		<Sprite>Companion5</Sprite>
		<Sound>Fungus</Sound>
		<Level>1</Level>
		<ChargeBased>true</ChargeBased>
		<ChargesMax>7</ChargesMax>
		<ChargeCounter>FairyFungus</ChargeCounter>
		<Skills>
			<Skill>
				<PermanentAttributeChange>
					<EventHandled>NextDungeonReached</EventHandled>
					<AttributeType>Defense</AttributeType>
					<Change>
						<Scalar>1</Scalar>
					</Change>
					<ChargeBased>true</ChargeBased>
					<ChargesMax>7</ChargesMax>
					<ChargeCounter>FairyFungus</ChargeCounter>
				</PermanentAttributeChange>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pouch</Type>
		<Name>ItemPouch1</Name>
		<Sprite>Pouch1</Sprite>
		<Sound>Leather1</Sound>
		<Level>1</Level>
		<Attributes>
			<Luck>1</Luck>
		</Attributes>
		<Skills>
			<Skill>
				<GoldAsAttributeBonus>
					<EventsHandled>
						<string>Initiative</string>
						<string>OpenChest</string>
						<string>ItemPickup</string>
						<string>GoldPickup</string>
						<string>HealthPickup</string>
						<string>PoisonPickup</string>
						<string>GoldLoot</string>
					</EventsHandled>
					<AttributeType>Luck</AttributeType>
					<MaxGoldAmount>50</MaxGoldAmount>
					<PerGoldAmount>5</PerGoldAmount>
					<IsPercentage>true</IsPercentage>
					<SkillBonus>
						<Scalar>1</Scalar>
					</SkillBonus>
				</GoldAsAttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pouch</Type>
		<Name>ItemPouch2</Name>
		<Sprite>Pouch2</Sprite>
		<Sound>Cloth1</Sound>
		<Level>1</Level>
		<Attributes>
			<Speed>1</Speed>
			<Luck>2</Luck>
		</Attributes>
		<Skills>
			<Skill>
				<Bonus>
					<EventsHandled>
						<string>GoldPickup</string>
						<string>GoldLoot</string>
					</EventsHandled>
					<EventHandled></EventHandled>
					<Amount>
						<Scalar>1</Scalar>
					</Amount>
				</Bonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pouch</Type>
		<Name>ItemPouch3</Name>
		<Sprite>Pouch3</Sprite>
		<Sound>Mimic</Sound>
		<Level>1</Level>
		<Attributes>
			<Attack>3</Attack>
		</Attributes>
		<Skills>
			<Skill>
				<Fear>
					<EventHandled>InflictDamage</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>5</Chance>
					<Sound name="Sound\EffectFear.wav" />
				</Fear>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pouch</Type>
		<Name>ItemPouch4</Name>
		<Sprite>Pouch4</Sprite>
		<Sound>Flask</Sound>
		<Level>0</Level>
		<Skills>
			<Skill>
				<Heal>
					<EventHandled>OpenChest</EventHandled>
					<Amount>
						<Scalar>1</Scalar>
					</Amount>
				</Heal>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pouch</Type>
		<Name>ItemPouch5</Name>
		<Sprite>Pouch5</Sprite>
		<Sound>Flask</Sound>
		<Level>2</Level>
		<Attributes>
			<Vitality>2</Vitality>
			<Speed>2</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<Bonus>
					<EventHandled>HealthPickup</EventHandled>
					<IsPercentage>true</IsPercentage>
					<Amount>
						<Scalar>50</Scalar>
					</Amount>
				</Bonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Face</Type>
		<Name>ItemFace1</Name>
		<Sprite>Face1</Sprite>
		<Sound>RubberGloves</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<ShopCostReduction>
					<Amount>15</Amount>
				</ShopCostReduction>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Face</Type>
		<Name>ItemFace2</Name>
		<Sprite>Face2</Sprite>
		<Sound>MetalClick</Sound>
		<Level>0</Level>
		<Skills>
			<Skill>
				<MonsterHealthBar />
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Face</Type>
		<Name>ItemFace3</Name>
		<Sprite>Face3</Sprite>
		<Sound>Cloth1</Sound>
		<Level>0</Level>
		<Attributes>
			<Attack>1</Attack>
			<Vitality>1</Vitality>
			<Speed>2</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<HealthRequired>
					<EventHandled>Initiative</EventHandled>
					<Percentage>50</Percentage>
					<TriggeredSkill>
						<AttributeBonus>
							<EventHandled>Initiative</EventHandled>
							<AttributeType>Speed</AttributeType>
							<SkillBonus>
								<Scalar>2</Scalar>
							</SkillBonus>
						</AttributeBonus>
					</TriggeredSkill>
				</HealthRequired>
			</Skill>
			<Skill>
				<HealthRequired>
					<EventHandled>Attacking</EventHandled>
					<Percentage>50</Percentage>
					<TriggeredSkill>
						<AttributeBonus>
							<EventHandled>Attacking</EventHandled>
							<AttributeType>Attack</AttributeType>
							<SkillBonus>
								<Scalar>1</Scalar>
							</SkillBonus>
						</AttributeBonus>
					</TriggeredSkill>
				</HealthRequired>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Face</Type>
		<Name>ItemFace4</Name>
		<Sprite>Face4</Sprite>
		<Sound>Gloves1</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<ResurrectedRequired>
					<EventHandled>CreatureKilled</EventHandled>
					<NegateLogic>true</NegateLogic>
					<TriggeredSkill>
						<TurnIntoHallucination>
							<EventHandled>CreatureKilled</EventHandled>
							<ChanceBased>true</ChanceBased>
							<Chance>25</Chance>
							<AffectsTarget>true</AffectsTarget>
							<SpriteEffect>SpawnPickup</SpriteEffect>
						</TurnIntoHallucination>
					</TriggeredSkill>
				</ResurrectedRequired>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Face</Type>
		<Name>ItemFace5</Name>
		<Sprite>Face5</Sprite>
		<Sound>Cloth1</Sound>
		<Level>3</Level>
		<Skills>
			<Skill>
				<Fear>
					<EventHandled>Initiative</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>33</Chance>
					<Sound name="Sound\EffectFear.wav" />
				</Fear>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Waist</Type>
		<Name>ItemWaist1</Name>
		<Sprite>Waist1</Sprite>
		<Sound>Belt1</Sound>
		<Level>0</Level>
		<Attributes>
			<Attack>1</Attack>
			<Defense>1</Defense>
			<Vitality>2</Vitality>
		</Attributes>
		<Skills>
			<Skill>
				<Heal>
					<HealOnPickup>true</HealOnPickup>
					<PickupHealLimitCounter>UsualBelt</PickupHealLimitCounter>
					<Amount>
						<Scalar>2</Scalar>
					</Amount>
				</Heal>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Waist</Type>
		<Name>ItemWaist2</Name>
		<Sprite>Waist2</Sprite>
		<Sound>Belt5</Sound>
		<Level>1</Level>
		<Attributes>
			<Attack>2</Attack>
			<Defense>2</Defense>
			<Vitality>1</Vitality>
		</Attributes>
		<Skills>
			<Skill>
				<Bonus>
					<EventHandled>HealthPickup</EventHandled>
					<IsPercentage>false</IsPercentage>
					<Amount>
						<Scalar>1</Scalar>
					</Amount>
				</Bonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Waist</Type>
		<Name>ItemWaist3</Name>
		<Sprite>Waist3</Sprite>
		<Sound>Velcro2</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<CounterChanged>
					<Counter>CreatureKilled</Counter>
					<SaveStartingValue>ChampionsBelt</SaveStartingValue>
					<MultipleOf>5</MultipleOf>
					<TriggeredSkill>
						<Heal>
							<EventHandled>CounterChanged</EventHandled>
							<IsPercentage>true</IsPercentage>
							<Amount>
								<Scalar>25</Scalar>
							</Amount>
						</Heal>
					</TriggeredSkill>
				</CounterChanged>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Waist</Type>
		<Name>ItemWaist4</Name>
		<Sprite>Waist4</Sprite>
		<Sound>Belt5</Sound>
		<Level>1</Level>
		<Attributes>
			<Attack>1</Attack>
			<Defense>1</Defense>
			<Speed>2</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<CriticalStrike>
					<EventHandled>Attacking</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>5</Chance>
				</CriticalStrike>
			</Skill>
			<Skill>
				<Dodge>
					<EventHandled>SufferDamage</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>2</Chance>
					<SpriteEffect>DodgePlayer</SpriteEffect>
					<Sound name="Sound\EffectMiss.wav" />
				</Dodge>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Waist</Type>
		<Name>ItemWaist5</Name>
		<Sprite>Waist5</Sprite>
		<Sound>Gloves1</Sound>
		<Level>1</Level>
		<Attributes>
			<Speed>1</Speed>
			<Luck>2</Luck>
		</Attributes>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>Initiative</EventHandled>
					<AttributeType>Speed</AttributeType>
					<IsPercentage>true</IsPercentage>
					<SkillBonus>
						<Scalar>25</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Bracelet</Type>
		<Name>ItemBracelet1</Name>
		<Sprite>Bracelet1</Sprite>
		<Sound>Chains1</Sound>
		<Level>2</Level>
		<Attributes>
			<Defense>4</Defense>
		</Attributes>
		<Skills>
			<Skill>
				<PermanentAttributeChange>
					<EventHandled>InflictDamage</EventHandled>
					<AffectsTarget>true</AffectsTarget>
					<AttributeType>Speed</AttributeType>
					<IsPercentage>true</IsPercentage>
					<Change>
						<Scalar>-100</Scalar>
					</Change>
					<Notification>false</Notification>
					<SpriteEffect>Shackles</SpriteEffect>
				</PermanentAttributeChange>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Bracelet</Type>
		<Name>ItemBracelet2</Name>
		<Sprite>Bracelet2</Sprite>
		<Sound>Bracelet1</Sound>
		<Level>0</Level>
		<Attributes>
			<Attack>1</Attack>
			<Defense>1</Defense>
			<Vitality>1</Vitality>
			<Speed>1</Speed>
			<Luck>1</Luck>
		</Attributes>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Bracelet</Type>
		<Name>ItemBracelet3</Name>
		<Sprite>Bracelet3</Sprite>
		<Sound>Bracelet1</Sound>
		<Level>0</Level>
		<Attributes>
			<Attack>1</Attack>
			<Vitality>1</Vitality>
		</Attributes>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>GoldLoot</EventHandled>
					<AttributeType>Luck</AttributeType>
					<SkillBonus>
						<Scalar>25</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Bracelet</Type>
		<Name>ItemBracelet4</Name>
		<Sprite>Bracelet4</Sprite>
		<Sound>Leather1</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<DamageReduction>
					<ChanceBased>true</ChanceBased>
					<Chance>10</Chance>
					<IsPercentage>true</IsPercentage>
					<Amount>
						<Scalar>100</Scalar>
					</Amount>
					<Sound name="Sound\EffectTimebend.wav" />
				</DamageReduction>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Bracelet</Type>
		<Name>ItemBracelet5</Name>
		<Sprite>Bracelet5</Sprite>
		<Sound>Wood4</Sound>
		<Level>0</Level>
		<Attributes>
			<Attack>-1</Attack>
			<Speed>-1</Speed>
			<Defense>6</Defense>
		</Attributes>
		<Skills>
			<Skill>
				<InterruptImmunity />
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>MainHand</Type>
		<Name>ItemMainHand1</Name>
		<Sprite>MainHand1</Sprite>
		<Sound>Sword1</Sound>
		<Level>0</Level>
		<Attributes>
			<Attack>4</Attack>
		</Attributes>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>MainHand</Type>
		<Name>ItemMainHand2</Name>
		<Sprite>MainHand2</Sprite>
		<Sound>Sword1</Sound>
		<Level>2</Level>
		<Attributes>
			<Attack>1</Attack>
		</Attributes>
		<Skills>
			<Skill>
				<AttributeBonus>
					<EventHandled>Attacking</EventHandled>
					<AttributeType>Attack</AttributeType>
					<IsPercentage>true</IsPercentage>
					<SkillBonus>
						<Scalar>50</Scalar>
					</SkillBonus>
				</AttributeBonus>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>MainHand</Type>
		<Name>ItemMainHand3</Name>
		<Sprite>MainHand3</Sprite>
		<Sound>Axe</Sound>
		<Level>3</Level>
		<Skills>
			<Skill>
				<PermanentAttributeChange>
					<EventHandled>InflictDamage</EventHandled>
					<AttributeType>Vitality</AttributeType>
					<AffectsTarget>true</AffectsTarget>
					<IsPercentage>true</IsPercentage>
					<Change>
						<Scalar>-33</Scalar>
					</Change>
					<NotificationColor>CriticalStrikeNotification</NotificationColor>
				</PermanentAttributeChange>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>MainHand</Type>
		<Name>ItemMainHand4</Name>
		<Sprite>MainHand4</Sprite>
		<Sound>Swish</Sound>
		<Level>2</Level>
		<Attributes>
			<Attack>2</Attack>
			<Speed>2</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<Composite>
					<EventHandled>Attacking</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>10</Chance>
					<ChanceReversed>true</ChanceReversed>
					<Skills>
						<Skill>
							<Miss>
								<EventHandled>Attacking</EventHandled>
							</Miss>
						</Skill>
						<Skill>
							<Damage>
								<EventHandled>Attacking</EventHandled>
								<Amount>
									<Scalar>3</Scalar>
								</Amount>
							</Damage>
						</Skill>
					</Skills>
					<SpriteEffect>Nunchaku</SpriteEffect>
					<Sound name="Sound\Items\Swish.wav" />
				</Composite>
			</Skill>
			<Skill>
				<CriticalStrike>
					<EventHandled>Attacking</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>50</Chance>
				</CriticalStrike>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>MainHand</Type>
		<Name>ItemMainHand5</Name>
		<Sprite>MainHand5</Sprite>
		<Sound>Thunder</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<DamageEveryMonster>
					<EventHandled>InflictDamage</EventHandled>
					<Amount>
						<Scalar>1</Scalar>
					</Amount>
					<TargetSpriteEffect>Thunder</TargetSpriteEffect>
					<Sound name="Sound\EffectThunder.wav" />
				</DamageEveryMonster>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<!-- 100+ -->
	<ItemDescriptor>
		<Type>Pocket</Type>
		<Name>ItemPocket6</Name>
		<Sprite>Pocket6</Sprite>
		<Sound>Gloves1</Sound>
		<Level>1</Level>
		<Skills>
			<Skill>
				<ShopChoiceCount>
					<Change>1</Change>
				</ShopChoiceCount>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>MainHand</Type>
		<Name>ItemMainHand6</Name>
		<Sprite>MainHand6</Sprite>
		<Sound>Sword1</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<Jab>
					<EventHandled>Attacking</EventHandled>
					<ChanceBased>true</ChanceBased>
					<Chance>25</Chance>
					<SpriteEffect>JabAttackingPlayer</SpriteEffect>
				</Jab>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Pouch</Type>
		<Name>ItemPouch6</Name>
		<Sprite>Pouch6</Sprite>
		<Sound>Flask</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<Bonus>
					<EventHandled>PoisonPickup</EventHandled>
					<IsPercentage>true</IsPercentage>
					<Amount>
						<Scalar>-100</Scalar>
					</Amount>
				</Bonus>
			</Skill>
			<Skill>
				<HallucinationImmunity />
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>OffHand</Type>
		<Name>ItemOffHand6</Name>
		<Sprite>OffHand6</Sprite>
		<Sound>Dagger</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<DamageEveryMonster>
					<EventHandled>CreatureKilled</EventHandled>
					<Amount>
						<Scalar>3</Scalar>
					</Amount>
					<TargetSpriteEffect>Toxin</TargetSpriteEffect>
					<Sound name="Sound\PickupPoison.wav" />
				</DamageEveryMonster>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Head</Type>
		<Name>ItemHead6</Name>
		<Sprite>Head6</Sprite>
		<Sound>Cloth2</Sound>
		<Level>2</Level>
		<Attributes>
			<Defense>1</Defense>
			<Vitality>2</Vitality>
		</Attributes>
		<Skills>
			<Skill>
				<ShopMultiChoice />
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Chest</Type>
		<Name>ItemChest6</Name>
		<Sprite>Chest6</Sprite>
		<Sound>Leather1</Sound>
		<Level>0</Level>
		<Attributes>
			<Defense>1</Defense>
			<Speed>1</Speed>
			<Luck>1</Luck>
		</Attributes>
		<Skills>
			<Skill>
				<DeadlyDamageRequired>
					<TriggeredSkill>
						<Composite>
							<ChanceBased>true</ChanceBased>
							<Chance>20</Chance>
							<EventHandled>SufferDamage</EventHandled>
							<Skills>
								<Skill>
									<DamageReduction>
										<IsPercentage>true</IsPercentage>
										<Amount>
											<Scalar>100</Scalar>
										</Amount>
									</DamageReduction>
								</Skill>
								<Skill>
									<TeleportToRandomLocation>
										<EventHandled>SufferDamage</EventHandled>
										<SpriteEffect>TeleportPlayer</SpriteEffect>
										<Sound name="Sound\EffectDissolve.wav" />
										<ArrivalSpriteEffect>Teleport</ArrivalSpriteEffect>
									</TeleportToRandomLocation>
								</Skill>
							</Skills>
						</Composite>
					</TriggeredSkill>
				</DeadlyDamageRequired>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Companion</Type>
		<Name>ItemCompanion6</Name>
		<Sprite>Companion6</Sprite>
		<Sound>Bear</Sound>
		<Level>0</Level>
		<Attributes>
			<Speed>4</Speed>
		</Attributes>
		<Skills>
			<Skill>
				<Thorns>
					<EventHandled>SufferDamage</EventHandled>
					<IsPercentage>false</IsPercentage>
					<Reflect>
						<Scalar>1</Scalar>
					</Reflect>
					<Sound name="Sound\EffectThorns.wav" />
				</Thorns>
			</Skill>
			<Skill>
				<GoldGain>
					<EventHandled>SufferDamage</EventHandled>
					<Amount>
						<Scalar>-1</Scalar>
					</Amount>
				</GoldGain>
			</Skill>
		</Skills>
	</ItemDescriptor>
	<ItemDescriptor>
		<Type>Face</Type>
		<Name>ItemFace6</Name>
		<Sprite>Face6</Sprite>
		<Sound>Horse</Sound>
		<Level>2</Level>
		<Skills>
			<Skill>
				<Damage>
					<EventHandled>InflictDamage</EventHandled>
					<AffectsTarget>true</AffectsTarget>
					<ChanceBased>true</ChanceBased>
					<Chance>1</Chance>
					<TargetTags>
						<CantHave>
							<string>Boss</string>
						</CantHave>
					</TargetTags>
					<Amount>
						<Scalar>9001</Scalar>
					</Amount>
					<SpriteEffect>Rainbow</SpriteEffect>
				</Damage>
			</Skill>
		</Skills>
	</ItemDescriptor>
</ArrayOfItemDescriptor>
